UHF Radio R-800

Automatic Direction Finder (ADF) ARK-22

The ADF provides navigation using NDB (non directional beacon) or broadcasting radio stations. It can also monitor ground radio stations in the MW band.

Artificial Intelligence (AI) Aircraft

The primary innovation regarding AI aircraft in «Black Shark» is the inclusion of a new and improved Flight Model (FM) system. In previous Eagle Dynamics products such as Lock On, the AI-aircraft FM did not reach a high-level of realism. For example: animations were sometimes used to supplement flight dynamics equations; this would in turn lead to unrealistic flight behavior in certain situations like high angles of attack and departures. This absence of detailed angle of attack modeling and the influence of cross wind led to problems when AI aircraft attempting to land in a cross-wind.

For «Black Shark», the same Standard Flight Model (SFM) will be used for AI-controlled aircraft that was used for player-controlled aircraft in «Lock On». This improved FM will provide much more realistic AI flight performance. Only the Advanced Flight Model (AFM) featured in the Su-25T of «Lock On: Flaming Cliffs» game (www.lockon.co.uk) is superior.

When using the SFM, the equations to derive aircraft motion take into account the unique inertial and aerodynamic characteristics of the aircraft. The engine model uses the factors of thrust and fuel-burn rate to further determine aircraft speed and altitude. These calculations allow the SFM to model realistic flight characteristics of aircraft (acceleration, rate of climb, maximum altitude, maximum and minimum speed, turn radius, instantaneous and sustained turn rates, range and flight duration). When converting the «Black Shark» AI aircraft to the SFM standard, it was necessary to modify more than 50 aircraft!

With this advancement in AI aircraft flight dynamics, it is now possible for the AI to conduct more advanced flight maneuvers and combat tactics:

The AI can now initiate climbs and descents at optimum airspeed by using automatic calculations

Improvements to the level of mechanical control input in relation to airspeed

AI aircraft are now able to perform cross-wind landings and takeoffs from runways and aircraft carriers

AI aircraft now stay in formation in a more realistic manner

AI aircraft now use more realistic means to jink and maneuver against threats

Realistic speed limitations have been implemented

AI aircraft now return to base in a more realistic manner when low on fuel

Maneuvering in within visual range combat has been improved

AI aircraft have better avoidance skills when attached from behind

AI aircraft have improved accuracy when attacking with cannon and rockets

These improvements also lead to more realistic combat between the player and AI aircraft.

Ground Vehicles, Ships and Weapons

Ground vehicles, ships and weapons such as bombs, rockets, missiles and cannons have been significantly improved in «Black Shark». Improvements include:

The stable of active ground vehicles available from the mission editor has been greatly expanded. These new models include new vehicle types as well as substantial improvements to existing vehicles from «Flaming Cliffs». The level or 3D object detail, textures and animations have been radically improved in comparison with «Flaming Cliffs».

Each ground vehicle can now use multiple types of weapons simultaneously. For example: a tank can now engage other ground vehicles with its main gun while at the same time engaging aircraft and infantry with heavy and light machine guns. This results in a much more realistic engagement process for ground vehicles.

The ballistic algorithms for cannons and guns have been radically improved to include full physics modeling. Flight of such projectiles is now very realistic.

Groups or ground vehicles now use much more advanced algorithms to determine how the group will distribute its fire power, alter its movement, and change its formation to best react to a target/threat. This has led to much more realistic ground battles in which units behave with intelligence.

The simulation algorithms of ground vehicles, ships and weapons had been improved to provide a significant system performance improvement. This allows users to place many detailed units in a mission without a large system performance penalty.

All vehicles now include several Level Of Detail (LOD) and also help assist in system performance.

Leg infantry units are now included.

AI Helicopters Flight Model

The flight dynamic model of AI helicopters (hereinafter referred to as the «AI model») in «DCS : Black Shark» is a simplified version of the «advanced model», used for human-controlled helicopters. However, it is still based on the same equations of calculating realistic motion. The standard model provides realistic trajectories of motion and effects of control inputs during maneuvers.

The primary feature of AI model is an approximation of forces that are applied to the rigid body of a helicopter. With the AI model, aerodynamics forces on the chassis and forces from the rotors are calculated by using the same algorithms as in the advanced model with some simplifications to reduce unnecessary calculations. For example: the standard model rotor model calculates the inductive speed and the thrust in same manner as the advanced model but with a reduced number of calculated segments taken into account. The flap motion of blades and lift vector of the rotor are calculated using current flight parameters and control inputs.

The aerodynamic portion of the AI model includes a dynamic calculation of the fuselage as a source of aerodynamic drag and as an empennage that provides the flight stability. Every AI helicopter in the DCS series has its own unique set of empennages and fuselage air flow properties.

The AI model includes a power plant that is composed of engine(s) and a system that automatically maintains constant engine RPM. A fuel governor controls the engine power in relation to collective input and the difference between most efficient and current-setting rotor rpm. Maximum available power at any given air pressure, altitude and temperature is calculated by stored tables derived from the advanced engine model or from available manufacturers’ data. The engine dynamic properties are modeled with engine power lag. The gas generator rotor RPM is set according to actual engine power.

As in the advanced model, the AI helicopters can use tricycle landing gear that is composed of wheels, a compression strut and a nonsymmetrical shock absorber.

The modeling of a unique fuselage and empennages that comprise an AI helicopter provide realistic flight properties when a helicopter is damaged. This is done by removing destroyed aircraft elements from the aerodynamic calculations. Tail rotor, stub-wings, parts of the main rotor (rotors), etc can be lost.

Even though controlled by the computer, the AI must still control the helicopter by inputs to the rudder pedals, cyclic and collective. The AI control algorithms take into account the flight limitations for each type of helicopter.

Black Shark World

«DCS: Black Shark» operations will be based in the western Caucus region and will include portions of Russia, Georgia and a small part of Turkey. With Russia, special attention is paid to the Krasnodarskiy, Karachayrvo-Cherkesiya, Kabardino-Balkariya and Stavropol’s key regions. Some of this area will be recognizable from «Flaming Cliffs», but «DCS: Black Shark» has added a considerable new amount of terrain, particularly much of Georgia. The «DCS: Black Shark» map is approximately 330,000 sq. km of ground and sea area.

The map includes a wide array of topography that includes plains, agriculture fields, forests, hills, mountains, streams, rivers, lakes and seas.

The detail of the terrain height map has been increased in «DCS: Black Shark» in order to provide a more realistic height field to fly over in a helicopter at low altitude. Given the nature of attack helicopter operations, having a detailed height map was a must-have. Large portions of the «DCS: Black Shark» terrain height elevation matrix contain twice the number of triangles that were used to create the «Flaming Cliffs» terrain.

The terrain elevation matrix is particularly detailed in the Mineralnye Vody area of the map. The left image above shows the elevation matrix from the same height as the previous images. The right image above shows the center of the area but at twice the scale (zoomed in). Note that the mesh is still looking very detailed.

Two examples of increased terrain mesh detail. To the left is the area between Tuapse and Sochi and to the right is an example of the Batumi region.

In addition to a finer terrain height mesh, we have also increased the resolution of the terrain textures for population centers, agricultural fields, and airbases. The other texture areas have been modified to more accurately conform to the terrain height matrix. The below images compare the same region in «Flaming Cliffs» and «DCS: Black Shark». The combination of the more detailed height map and the high-resolution ground textures provide for a much more detailed terrain environment to fly and fight over.

Examples of normal terrain mesh and textures on left and improved terrain mesh and improved textures on the right.

With the expanded terrain, we have also added numerous towns, cities, roads, rail lines, power lines, forests, rivers, streams and many other features to populate the world. In regards to both the new and existing terrain from «Flaming Cliffs», we have increased the detail and object / road density. Many of the buildings will also receive a face-lift with upgraded detail.

To support air operations in the new areas, «DCS: Black Shark» has added six new airfields, two in Russian and four in Georgia. These new air bases are represented by the light-blue dots in the image at the beginning of this section.

To give the small streams a more natural look, «DCS: Black Shark» will include animation to the water texture. The below images compare streams in «Flaming Cliffs» and «DCS: Black Shark».

Static example of river on at the top and animated river below

Radio Navigation and Physics Modeling

DCS: Black Shark features an authentic model of radio navigation equipment. The DCS world includes various radio navigation aids available in the theater of operations modeled in the simulation, including:

Non-Directional Beacon (NDB)

Airfield Outer Locator NDB

Airfield Inner Locator NDB

NDB Marker

Broadcasting station

Although not used by the Ka-50, the simulation code supports various other types of radio navaids for future flyable aircraft, theatres of operation and campaign scenarios, including:

RSBN

VOR

TACAN

VOR/TAC

DME

VOR/DME

ILS

ILS Marker

The DCS Ka-50 model includes the following radio equipment:

ARK-22 Automatic Direction Finder (ADF)

Beacon ID Receiver

R-800L UHF radio

R-828 UHF radio

SPU-9 intercom

ABRIS Advanced Moving Map System (AMMS)

In general, airfields are equipped with outer and inner NDB locator beacons for each end of every runway at 4000 m. and 1300 m. respectively. Some airfields are configured differently according to local conditions, such as sea or mountain proximity. Each beacon in the simulation is assigned its realistic frequency in the 150-1750 kHz range and Morse code ID. Additionally, each NDB locator beacon includes a co-located marker beacon operating at 75 mHz. The map also includes realistically placed independent NDBs with individual frequencies and IDs.

To conduct radio navigation, the Ka-50 pilot can use the ARK-22 ADF and the ABRIS AMMS.

The ARK-22 ADF controls the Radio Magnetic Indicator (RMI) needle on the Horizontal Situation Indicator (HSI), pointing it in the direction of the transmitting signal. Using the ADF, the pilot can select one of eight preset channels, each of which stores two radio frequencies. Upon reaching the transmitter of the currently selected frequency, the ADF automatically begins homing on the second and vice versa. Alternatively, the pilot can manually select which of the two frequencies on the selected channel to home on. For example, the first frequency in a given ADF channel may be set to home on the airfield outer locator beacon and the second on the inner locator beacon, etc. The pilot can verify selection of the correct beacon by configuring the ADF to provide an audio transmission of the beacon’s ID. While in real life the frequencies for each ADF channel are set by ground personnel, the DCS player can edit these in the ADF configuration files outside the simulation.

The ARK-22 ADF can also be slaved to the R-800L1 UHF radio. In this case, the RMI needle on the HSI is directed toward the transmitter on the frequency currently selected for the R-800L1 radio. For example, the flight leader can maintain bearing to his wingman when the wingman is transmitting a radio call. The R-800L1 radio can also be used to tune the ADF to any broadcasting station, such as the commercial «Radio Mayak» in Maykop city. The DCS player can load audio files into specially assigned folders to be played when he tunes the radio to the frequency and modulation setting of the broadcasting station.

Using the ABRIS AMMS, the pilot can select any radio station in the database to guide to or obtain more information on, including its code and ID. Using the ABRIS Options page, the player can assign the ABRIS RMI 1 and/or 2 needles on the ARC and HSI pages to display the radio beacon azimuth.

The SPU-9 intercom system provides audio and microphone transmission for the pilot. It can be set to UHF1 (R-828), UHF2 (R-800L1), KV (ADF and Marker Beacon), and NOP (ground link).

The R-828 radio is used for communication with combat ground units and is not part of the navigation equipment.

DCS: Black Shark features an expanded ground personnel and airfield tower radio communications menu. Having provided power to and properly configured the radios, the player can communicate with the ground crew to request payload changes, fuel loads, sighting devices (HMS or NVG), electric power to the aircraft, etc. The player can communicate with the tower to request permission for engine start, taxi, test hover, etc.

The DCS radio physics model calculates every transmission in real time and determines the local signal strength according to numerous variables, including time of day (ionosphere effect), surface type (rough terrain, paved surface, water, etc.), distance to transmitter, transmitter power, etc. Because radio traffic is carried «live,» reception can be interrupted at any point by either natural or artificial interference, such as terrain topology or radio configuration. For example, if the player changes his radio frequency, reception will cease, but can resume at its actual point upon reconfiguring the radio back to the transmitter’s frequency. AI units react to radio calls only if transmission is successful.

The frequency configuration files allow the DCS player to configure the various frequencies used by in-game units, including own flight, tower, AWACS, etc.

The Ka-50 hydraulic system is used to provide hydraulic power to various helicopter systems. This consists of two subsystems:

The main hydraulic system supplies the flight control servo actuators for pitch, bank, yaw and collective. In case of a common system failure, it also ensures emergency landing gear extension.

The common system supplies the landing gear extend/retract system, the main wheels brakes and cannon steering. In case of a main system failure, it supplies the flight control servo actuators.

Each system consists of a hydraulic pump, a hydraulic fluid tank, filters, valves, pipes and control elements. The pressure source for both systems is provided by variable displacement pumps. The main system’s pump is mounted on the left accessory gearbox of the main gearbox, and it operates when the rotors are driven by the engines and also when in autorotation. The common system’s pump is mounted on the aft accessory gearbox of the main gearbox, and it operates when the rotors are turning or when the APU is on.

There are hydraulic accumulators in each system to prevent pressure oscillations. In the brake system there is a separate accumulator to power the parking brakes (for up to 2 hours) after engines shut down, or power the brakes during taxi in case of a common system failure. The main system’s tank has a capacity of 13 liters and the common system tank has a capacity of 17 liters.

Hydraulic system control is through fluid pressure and temperature indicators and the pressure switches. The indicators are located on the upper part of the cockpit control panel. The indicators include marks that specify the operating range of each indicator:

Main and common systems pressure indicators. Marks for 64 and 90 kgf/cm3

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